atangerine
Smash Cadet
To clarify, why is it:
1) Decide stage
2) Decide character
Instead of the other way around?
1) Decide stage
2) Decide character
Instead of the other way around?
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That's all wrong, that's not what double blind is... Double blind character selection still occurs before striking. It's just done for situations like Armada vs. Hbox where Hbox selects Puff, Armada selects YL, Hbox switches to (for example) Falco, Armada switches to Peach, Hbox switches back to Puff. They will keep cycling so you have to pull both players aside and have them pick their characters separately. Once they find out what the matchup will be for game 1, they strike.To reward players who have learned more than one character. The way are striking rules work, the player with the more diverse portfolio always has the advantage on match-up. Keep in mind during initial stage striking, you can(and should) declare blind pick and have to strike without knowing your opponents character. Also to out line the entire process it looks like this:
Striking:
1) RPS for port priority
2) Higher port strikes 1 stage
3) Lower port strikes 2 stages
4) Higher port strikes 1 stage
5) Both players blind pick character
Banning:
1) Winner bans Stage
2) Loser selects Stage
3) Winner may change Character
4) Loser may change Character
Very few rule sets DO NOT work this way. Few players use blind pick or the port system, but that is STRICTLY under the gentlemen's clause. At it's core, this is how it should go down.
I have toyed with the idea of making certain stages legal for certain matchups (primarily Kongo Jungle because it only becomes unplayable for slow characters), but I think it is ultimately too messy. It will hardly come into play at all if it's only for dittos, and if you try to make a list of characters that are capable of dealing with the stage vs. a certain character, you'll always be arguing with people that think the stage is too bad for their character for it to be a legal counterpick.So the main reason why I started this thread was because I thought of a possible way to include more stages (Mute City, Corneria, and Congo Jungle namely). I'm not complaining about the current ruleset, but I think variety is always an improvement.
The idea was:
1) Decide character
2) If it's a ditto, then other stages (again, probably just Mute City, Corneria, and Congo Jungle) become legal
3) Pick stage
Obviously, it's really situational. Also, I'm not going to claim that I know everything about current rules and procedures. However, I was hoping that this could be a possibility with some more improvement.
I'm not sure what you mean by this. If it only applies to dittos, then I thought that stages become preferences only, without any advantage for either player.I have toyed with the idea of making certain stages legal for certain matchups (primarily Kongo Jungle because it only becomes unplayable for slow characters), but I think it is ultimately too messy. It will hardly come into play at all if it's only for dittos, and if you try to make a list of characters that are capable of dealing with the stage vs. a certain character, you'll always be arguing with people that think the stage is too bad for their character for it to be a legal counterpick.
Just because it's a ditto doesn't necessarily mean the stage is good for competition. Stage hazards like the acid on Brinstar are extremely disruptive to the rest of the game so even if you're playing a ditto, that doesn't mean it is a good competitive stage. A stage can be fair, but if it has randomness that significantly impacts the match, it's going to increase variance in results.I'm not sure what you mean by this. If it only applies to dittos, then I thought that stages become preferences only, without any advantage for either player.
Also, when I say the "other stages" I mean all of the stages become available. Not just for certain matchups (just to clarify).
Even if it may not come up often, I believe that it adds a new layer of strategy to the game.
Of course, you most definately know more than me, so I might just be rambling. Hopefully not.
Yes I know that, but in a ditto, the character advantages wouldn't really matter.Corneria and Congo Jungle are banned because camping and forcing someone behind to approach from above is broken, not because of randomness.
Mute City is banned because it is extremely broken for Peach and Puff, not just because of randomness.
The only problem I have with Kongo Jungle is you can time people out really easily if their character is slow and/or has limited jumping capabilities.Then do you think that all the stages (besides the 6 current ones) have too much randomness to be considered fair? In my opinion, I think that Corneria and Congo Jungle don't involve too much randomness. Mute City is a fan favorite I believe, but the cars and other stuff make it too "random" for competitive play.
This rule always irked me even if it is subtle. Higher port already has a (trivial) advantage for situations when 2 players grab eachother, grab the ledge or pick up an item on the same frame ( the latter is not really relevant to tournament matches though). Even if this difference isn't a major one, why does higher port get another reward in being able to stage strike first?Striking:
1) RPS for port priority
2) Higher port strikes 1 stage
3) Lower port strikes 2 stages
I remember when I used to counterpick people to pokefloats as Ganon. I guess that was a time before everyone had a pocket fox.If someone played Ganon, for example, their opponent would be able to pick Poke Floats or some other stage where Ganon gets trashed.